For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. Some protect from the front lines with shields, locking down enemies while allies support the warrior from behind with spell and bow. Others forgo the shield and unleash their rage at the closest threat with a variety of deadly weapons. The warrior’s battle cries embolden friends and leave foes cowering in fear. With legendary precision, warriors target the smallest gaps in armor and slice at hamstrings in a blur of steel.
Every dragon slain, corrupted tyrant toppled, and demon banished from Azeroth has trembled in the face of these lords of war.
As a Warrior, you gain the following:
Hit Dice : 1d10 per Warrior level
Hit Points at 1st Level : 10 + your Constitution modifier
Hit Points at Higher Levels : 1d10 (or 6) + your Constitution modifier per Warrior level after 1st
Armor : All Armor, Shields
Weapons : Simple Weapons, Martial Weapons
Tools : N/A
Saving Throws : Strength, Constitution
Skills : Choose 2; from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
You adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
You ignore the loading property of ranged weapons you are proficient in.
In addition, when you roll a 1 on a damage die for an attack you make with a ranged weapon, you can reroll the die and must use the new roll, even if the new roll is a 1.
You fight with reckless abandon in battle. Once per turn, you can grant yourself advantage on a single melee weapon attack roll. Once you take this advantaged attack, your Armor Class is reduced by 2 until the beginning of your next turn.
You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals 2d4 bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to your shield attack damage rolls and to your Armor Class.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
When you are wielding a single versatile weapon and no other weapons, you gain a +1 bonus to attack and damage rolls with that weapon.
In addition, you gain a +1 bonus to AC if you are wielding that weapon with two hands.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Also at 2nd level, you learn to harness the fury of battle to unleash devastating techniques on your foes.
You start with 0 rage points and gain one rage point at the beginning of each of your turns in combat, which you can spend on special maneuvers detailed under "Rage Maneuvers" at the end of the warrior class description. You gain an additional rage point at the beginning of each of your turns at 6th and 14th level.
Your warrior level determines the maximum number of rage points you can have, as shown in the Maximum Rage Points column of the Warrior table. Out of combat, any unused rage points disappear after one minute.
You know a small number of special techniques called rage maneuvers which you can use in battle. All rage maneuvers cost two rage points to use and are declared when you hit a target with a weapon attack, unless otherwise stated in the maneuver's description. You can only use one maneuver with a single attack, with the exception of Heroic Strike.
You begin by knowing two maneuvers of your choice. You also know the Heroic Strike maneuver, which does not count against your number of maneuvers known. You learn additional maneuvers at the levels shown in the Maneuvers Known column of the Warrior class table. Each time you gain a warrior level, you can also replace one maneuver you know with a different one.
Some of your rage maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Rage maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
At 3rd level, you choose a specialization which enhances your combat styles and techniques. Choose one of the following:
The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Unless stated otherwise, all maneuvers cost two rage points and are used when you hit a creature with a weapon attack. The maneuvers are presented in alphabetical order.
After you roll damage with a weapon attack, you can spend one rage point to reroll the weapon's damage dice and use either result. You can spend additional rage to use this maneuver additional times on the same attack.
You can use your action and spend 3 rage points to end one effect that is causing you to be charmed or frightened.
As a bonus action, you can use this maneuver to move up to your speed toward a creature that you can see, which doesn't provoke opportunity attacks. You must end this move closer to the creature than you started. If this maneuver is used in your first turn of combat, it generates two rage points instead of costing rage.
Choose another creature within 5 feet of the original target and within range of your weapon. If the original attack roll would hit the second creature, it takes damage equal to your proficiency bonus + your Strength or Dexterity modifier (your choice).
When a creature within 5 ft of you fails to attack you, you can expend two rage points as a reaction to attack that creature with your Main Hand weapon.
Until the beginning of your next turn, the first attack roll made against you each turn has disadvantage, provided you can see the attacker.
The damage of your target's next melee attack before the end of your next turn is halved.
Your target must succeed on a Strength saving throw or drop one item of your choice that it is holding; the object lands at its feet.
When an attacker that you can see hits you with an attack, you can spend one rage point to gain resistance to the attack's damage against you.
When you hit a creature and are knocked to hit points equal to or less then your proficiency bonus times 5, you can expend 3 rage points to make one additional melee weapon attack against that creature. If the attack is a success, you automatically knock the creature to 0 hit points.
If your target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet away from you.
When you fail an attack roll with a melee weapon, you can expend one rage point to deal damage equal to your Strength modifier. The damage type is the same type as the weapon you missed with.
Your target's movement speed is halved until the end of your next turn.
Your target must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn.
Your weapon attacks, including this one, ignore your target's damage resistances until the beginning of your next turn.
If your target makes a concentration check as a result of this attack, they have disadvantage on that roll.
The next attack roll made against your target before the end of your next turn is made with advantage.
Your target must succeed on a Wisdom saving throw or have disadvantage on attack rolls against targets other than you until the end of your next turn. This maneuver can only be used with melee weapon attacks.
As an action, you can expend 2 rage points. All creatures of your choice within 5 feet of you must make a Dexterity saving throw or take 2d6 thunder damage. This damage increased by 1d6 at 5th, 11th, and 17th level.
When you reduce a hostile target to 0 hit points, you can spend one rage point (no action required) to gain temporary hit points equal to your Constitution modifier + your warrior level (minimum of 1). You can use this maneuver at most once per turn.